Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello, I purchased the full asset pack, but all files are PNG images only. Could you tell me how I should import and use them in a Godot project? My tileset design uses 32×32 pixel tiles.

Hi wbxien1234! Thanks for your purchase and for your question 😊

The assets in the pack are delivered as PNG images with a transparent background, organized by category (tiles, decorations, characters, etc.). They're meant to be flexible base resources that are easy to rescale, so you can use them in projects with 16×16, 32×32, or even larger tile resolutions, depending on your needs.

Here's a quick guide for importing them into Godot:

1. Import the PNGs into your project

  • Copy the assets folder into your res:// folder (for example res://assets/tileset/).
  • Godot will automatically detect them and generate the corresponding .import files.

2. Set the texture filter (important for pixel art)

  • Select the images in the file panel.
  • Go to the Import tab (next to Scene).
  • Change Filter to Disabled (or "Nearest" depending on your Godot version) to avoid blurriness when scaling.
  • Click Reimport.

3. Create a TileSet

  • If you're using a TileMap, create a new TileSet resource.
  • Add the images as an Atlas if they come as a single sheet, or as individual tiles if each piece is a separate PNG.
  • Set the cell size to match your actual tile size, which in your case is 32×32 px.

4. Scale without losing sharpness

  • Since your project uses 32×32 tiles, make sure your base Viewport/window resolution is a multiple of that size (e.g. 320×180, 640×360, etc.), and use the "viewport" stretch mode with "integer" scaling under Project Settings → Display → Window, so the pixel art stays crisp at any resolution.

If you have any specific questions about organizing layers or the atlas, feel free to ask — happy to help! 🌱

The grass tile sheet in the asset pack is a 1254×1254 pixel PNG file. To adapt this PNG for a 32×32 TileSet, do I need to scale it down to a smaller resolution using a pixel art editor? After scaling, I found the pixel art becomes distorted and blurry.

Hi wbxien1234! Thanks for the extra context — let me expand on this a bit.

First, a quick reminder: all the assets in the pack are delivered with a transparent background and are designed to be flexible base resources, easy to rescale for different resolutions (16×16, 32×32, 64×64, etc.), so you're not locked into one specific tile size.

Now, about your sprite sheet: you don't need to scale the PNG down — that's exactly what's causing the blurriness. The 1254×1254 file is a sprite sheet already containing many individual tiles at full resolution; you just need to slice it, not shrink it. Here's a quick tutorial depending on which tool you're using:

🔹 Godot

  1. Import the PNG at its original resolution (no resizing).
  2. Set the Filter to Disabled/Nearest in the Import tab, then reimport.
  3. Create a TileSet resource → add the PNG as an Atlas Texture source.
  4. Set Texture Region Size to 32×32, and use Margin/Separation if there's spacing between tiles.
  5. Godot will auto-slice the sheet into individual tiles with no quality loss.

🔹 Unity

  1. Import the PNG, set Texture Type to "Sprite (2D and UI)".
  2. Set Filter Mode to Point (no filter) and Compression to "None" to keep pixels crisp.
  3. Set Sprite Mode to "Multiple", then open the Sprite Editor.
  4. Use the Slice tool with a Grid by Cell Size of 32×32 (add offset/padding if needed).
  5. Unity will generate all individual sprites automatically — no manual resizing needed.

🔹 GameMaker Studio

  1. Import the PNG as a Sprite.
  2. In the Sprite editor, use "Edit Image" → Grid settings to define a 32×32 grid overlay for reference.
  3. Alternatively, use the Sprite Sheet import option if splitting into a Sprite Strip, entering 32×32 as the sub-image size.
  4. Make sure Interpolation is turned OFF in the sprite's texture settings to avoid blur.

In all cases, the key idea is the same: keep the original resolution, slice using a grid matching your tile size, and disable texture filtering/interpolation so the pixel art stays sharp.

If you let me know how many tiles are in a row/column of the sheet (in case there's spacing between them), I'm happy to help you get the exact values! 🌱